FINAL FANTASY RESONANCE is eight chapters long, and every place on the world map carries a Recommended Level that tells you what waits inside. This FINAL FANTASY RESONANCE walkthrough is the map of the whole run; the detail for the first chapter is on the chapter 1 walkthrough page.
FINAL FANTASY RESONANCE walkthrough, chapter by chapter
| Chapter | Title | Recommended level | Ends with |
|---|---|---|---|
| Prologue | The Battlefield | — | Iron Giant, level 40 |
| 1 | Tailing the Truth | 3-11 | Siren, level 11 |
| 2 | Eternal Blue | 13-18 | Aether at the Wind Shrine, level 18 |
| 3 | Wardens of the Aquapolis | 20-26 | Alluvion at the Water Shrine, level 26 |
| 4 | Banner Oath | 26-31 | Lazarov at Zoldaad Castle, level 30 |
| 5 | Scars of Time | 34-39 | Tellus at the Tower of Mysidia, level 39 |
| 6 | Tranquility | 40-43 | Gelidus at Sanctissimus Shrine, level 43 |
| 7 | Reckoning | 46-50 | Umbra in the Wandering Lands, level 50 |
| 8 | Beyond Hope | 55 | Chaotic Darkness, level 55 |
Two chapters change how the rest of the game opens. Chapter 4 is where the Colosseum opens, with the first objective "Go to Mozul Station", and chapter 5 is where the airship opens, which carries you to Olderion, Mysidia, Zoldaad and Gronoa.
The prologue on the Battlefield
The prologue puts you in control of Dark Fina alone, at level 55, with no random battles, no chests and no save point. The fights are all scripted, and the game opens its six How to Play lessons here:
- Two Soldiers and a Shock Trooper, levels 30 to 33.
- Two Magitek Armors, level 30.
- Cutting Edge Magitek Weapon, level 35.
- Iron Giant, level 40, with 89,999 HP, weak to Lightning and Water. After its second action the only command left is to summon Bahamut, and that summon is not held back by the usual damage cap.
The three points of no return
The game warns you three times before a stretch you cannot walk out of: the Mobliz Shipyard in chapter 2, the Old Town of Olderion in chapter 3, and the Crystal Tower in chapter 8. Only the last is final, and the game answers it. After the ending it offers to save your cleared game, and that save resumes just before the final area with the whole world open.
Nothing in the story is missable. All 99 Tablet Shards can still be picked up after the ending, no side quest closes as the story advances, and no trophy depends on a dialogue answer. The opening chapter in detail, with its 18 objectives, is on the chapter 1 walkthrough page.
Six places with no door on the world map
Six locations have no world map entrance and need a specific way back in:
| Place | How you get back |
|---|---|
| Zoldaad Castle | From Zoldaad Castle Plaza |
| The Dungeon under the castle | From Zoldaad Castle |
| The Underground Tunnel | From the Dungeon |
| The Imperial Residences | The capital's train, from any district of Zoldaad |
| The Arcane Library | From Mysidia |
| Fina's Psyche | The magic book in the Tower of Mysidia |
What comes after the ending
There is no New Game Plus. The story ends at the Crystal Tower and the endgame takes over: the Colosseum's Champion League, the 12 Legendary Arms ultimate trials, Ultima Weapon after the credits, the remaining cave masters and espers, and the last Tablet Shards. The Champion League is on the Colosseum page.
How long the run takes
The main scenario takes roughly 20 to 40 hours depending on how carefully you read it, and a complete run with the side content, the Colosseum and the 12 Legendary Arms trials pushes towards 70 hours. The side quests are the biggest single block of optional time, and they are the same 33 every run because none of them expire.